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Nullkiller: defence behavior

This commit is contained in:
Andrii Danylchenko 2021-05-16 13:53:32 +03:00 committed by Andrii Danylchenko
parent f44c3f2aaf
commit a2ac19e4ec
8 changed files with 238 additions and 3 deletions

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@ -0,0 +1,177 @@
/*
* DefenceBehavior.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "DefenceBehavior.h"
#include "../VCAI.h"
#include "../Engine/Nullkiller.h"
#include "../AIhelper.h"
#include "../AIUtility.h"
#include "../Goals/BuyArmy.h"
#include "../Goals/VisitTile.h"
#include "../Goals/ExecuteHeroChain.h"
#include "../Goals/ExchangeSwapTownHeroes.h"
#include "lib/mapping/CMap.h" //for victory conditions
#include "lib/CPathfinder.h"
extern boost::thread_specific_ptr<CCallback> cb;
extern boost::thread_specific_ptr<VCAI> ai;
extern FuzzyHelper * fh;
using namespace Goals;
std::string DefenceBehavior::toString() const
{
return "Defend towns";
}
Goals::TGoalVec DefenceBehavior::getTasks()
{
Goals::TGoalVec tasks;
auto heroes = cb->getHeroesInfo();
if(heroes.size())
{
auto mainArmy = *vstd::maxElementByFun(heroes, [](const CGHeroInstance * hero) -> uint64_t
{
return hero->getTotalStrength();
});
for(auto town : cb->getTownsInfo())
{
evaluateDefence(tasks, town);
}
}
return tasks;
}
void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInstance * town)
{
logAi->debug("Evaluating defence for %s", town->name);
auto treatNode = ai->nullkiller->dangerHitMap->getObjectTreat(town);
auto treats = { treatNode.fastestDanger, treatNode.maximumDanger };
if(town->garrisonHero)
{
if(ai->nullkiller->isActive(town->garrisonHero.get()))
{
tasks.push_back(Goals::sptr(Goals::ExchangeSwapTownHeroes(town, nullptr).setpriority(5)));
return;
}
logAi->debug(
"Hero %s in garrison of town %s is suposed to defend the town",
town->name,
town->garrisonHero->name);
return;
}
if(town->visitingHero && isSafeToVisit(town->visitingHero.get(), treatNode.maximumDanger.danger))
{
logAi->debug(
"Town %s has visiting hero %s who is strong enough to defend the town",
town->name,
town->visitingHero->name);
return;
}
uint64_t reinforcement = ai->ah->howManyReinforcementsCanBuy(town->getUpperArmy(), town);
if(reinforcement)
{
logAi->debug("Town %s can buy defence army %lld", town->name, reinforcement);
tasks.push_back(Goals::sptr(Goals::BuyArmy(town, reinforcement).setpriority(0.5f)));
}
auto paths = ai->ah->getPathsToTile(town->visitablePos());
if(paths.empty())
{
logAi->debug("No ways to defend town %s", town->name);
return;
}
for(AIPath & path : paths)
{
for(auto & treat : treats)
{
if(path.turn() < treat.turn && isSafeToVisit(path.targetHero, path.heroArmy, treat.danger))
{
logAi->debug("Town %s is not in danger.", town->name);
return;
}
}
}
for(auto & treat : treats)
{
logAi->debug(
"Town %s has treat %lld in %s turns, hero: %s",
town->name,
treat.danger,
std::to_string(treat.turn),
treat.hero->name);
for(AIPath & path : paths)
{
#if AI_TRACE_LEVEL >= 1
logAi->trace(
"Hero %s can defend town with force %lld in %s turns, path: %s",
path.targetHero->name,
path.getHeroStrength(),
std::to_string(path.turn()),
path.toString());
#endif
float priority = 0.6f + (float)path.getHeroStrength() / treat.danger / (treat.turn + 1);
if(path.targetHero == town->visitingHero && path.exchangeCount == 1)
{
#if AI_TRACE_LEVEL >= 1
logAi->trace("Put %s to garrison of town %s with priority %f",
path.targetHero->name,
town->name,
priority);
#endif
tasks.push_back(Goals::sptr(Goals::ExchangeSwapTownHeroes(town, town->visitingHero.get()).setpriority(priority)));
}
else if(path.getHeroStrength() * SAFE_ATTACK_CONSTANT >= treat.danger)
{
#if AI_TRACE_LEVEL >= 1
logAi->trace("Move %s to defend town %s with priority %f",
path.targetHero->name,
town->name,
priority);
#endif
tasks.push_back(Goals::sptr(Goals::ExecuteHeroChain(path, town).setpriority(priority)));
}
}
}
logAi->debug("Found %d tasks", tasks.size());
/*for(auto & treat : treats)
{
auto paths = ai->ah->getPathsToTile(treat.hero->visitablePos());
for(AIPath & path : paths)
{
tasks.push_back(Goals::sptr(Goals::ExecuteHeroChain(path)));
}
}*/
}

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@ -0,0 +1,29 @@
/*
* BuyArmyBehavior.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include "lib/VCMI_Lib.h"
#include "Behavior.h"
#include "../AIUtility.h"
class DefenceBehavior : public Behavior
{
public:
DefenceBehavior()
{
}
virtual Goals::TGoalVec getTasks() override;
virtual std::string toString() const override;
private:
void evaluateDefence(Goals::TGoalVec & tasks, const CGTownInstance * town);
};

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@ -55,6 +55,7 @@ set(VCAI_SRCS
Behaviors/CaptureObjectsBehavior.cpp
Behaviors/RecruitHeroBehavior.cpp
Behaviors/BuyArmyBehavior.cpp
Behaviors/DefenceBehavior.cpp
Behaviors/StartupBehavior.cpp
main.cpp
VCAI.cpp
@ -121,6 +122,7 @@ set(VCAI_HEADERS
Behaviors/CaptureObjectsBehavior.h
Behaviors/RecruitHeroBehavior.h
Behaviors/BuyArmyBehavior.h
Behaviors/DefenceBehavior.h
Behaviors/StartupBehavior.h
VCAI.h
)

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@ -9,6 +9,7 @@
*/
#include "StdInc.h"
#include "DangerHitMapAnalyzer.h"
#include "lib/mapping/CMap.h" //for victory conditions
extern boost::thread_specific_ptr<CCallback> cb;
extern boost::thread_specific_ptr<VCAI> ai;
@ -38,7 +39,8 @@ void DangerHitMapAnalyzer::updateHitMap()
{
ai->ah->updatePaths(pair.second, false);
foreach_tile_pos([&](const int3 & pos){
foreach_tile_pos([&](const int3 & pos)
{
for(AIPath & path : ai->ah->getPathsToTile(pos))
{
auto tileDanger = path.getHeroStrength();
@ -50,6 +52,7 @@ void DangerHitMapAnalyzer::updateHitMap()
{
node.maximumDanger.danger = tileDanger;
node.maximumDanger.turn = turn;
node.maximumDanger.hero = path.targetHero;
}
if(turn < node.fastestDanger.turn
@ -57,6 +60,7 @@ void DangerHitMapAnalyzer::updateHitMap()
{
node.fastestDanger.danger = tileDanger;
node.fastestDanger.turn = turn;
node.fastestDanger.hero = path.targetHero;
}
}
});
@ -72,3 +76,11 @@ uint64_t DangerHitMapAnalyzer::enemyCanKillOurHeroesAlongThePath(const AIPath &
return info.fastestDanger.turn <= turn && !isSafeToVisit(path.targetHero, path.heroArmy, info.fastestDanger.danger)
|| info.maximumDanger.turn <= turn && !isSafeToVisit(path.targetHero, path.heroArmy, info.maximumDanger.danger);
}
const HitMapNode & DangerHitMapAnalyzer::getObjectTreat(const CGObjectInstance * town) const
{
auto tile = town->visitablePos();
const HitMapNode & info = hitMap[tile.x][tile.y][tile.z];
return info;
}

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@ -16,11 +16,13 @@ struct HitMapInfo
{
uint64_t danger;
uint8_t turn;
const CGHeroInstance * hero;
void reset()
{
danger = 0;
turn = 255;
hero = nullptr;
}
};
@ -40,8 +42,10 @@ class DangerHitMapAnalyzer
{
private:
boost::multi_array<HitMapNode, 3> hitMap;
std::map<const CGHeroInstance *, int> enemyHeroTreatMAp;
public:
void updateHitMap();
uint64_t enemyCanKillOurHeroesAlongThePath(const AIPath & path) const;
const HitMapNode & getObjectTreat(const CGObjectInstance * town) const;
};

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@ -15,6 +15,7 @@
#include "../Behaviors/RecruitHeroBehavior.h"
#include "../Behaviors/BuyArmyBehavior.h"
#include "../Behaviors/StartupBehavior.h"
#include "../Behaviors/DefenceBehavior.h"
#include "../Goals/Invalid.h"
extern boost::thread_specific_ptr<CCallback> cb;
@ -95,7 +96,8 @@ void Nullkiller::makeTurn()
Goals::TGoalVec bestTasks = {
choseBestTask(std::make_shared<BuyArmyBehavior>()),
choseBestTask(std::make_shared<CaptureObjectsBehavior>()),
choseBestTask(std::make_shared<RecruitHeroBehavior>())
choseBestTask(std::make_shared<RecruitHeroBehavior>()),
choseBestTask(std::make_shared<DefenceBehavior>())
};
if(cb->getDate(Date::DAY) == 1)

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@ -484,9 +484,17 @@ void AINodeStorage::setHeroes(std::vector<HeroPtr> heroes, const VCAI * _ai)
for(auto & hero : heroes)
{
uint64_t mask = 1 << actors.size();
auto actor = std::make_shared<HeroActor>(hero.get(), mask, ai);
if(hero->tempOwner != ai->playerID)
{
bool onLand = !actor->hero->boat;
actor->initialMovement = actor->hero->maxMovePoints(onLand);
}
playerID = hero->tempOwner;
actors.push_back(std::make_shared<HeroActor>(hero.get(), mask, ai));
actors.push_back(actor);
}
}

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@ -11,6 +11,7 @@
#pragma once
#define VCMI_TRACE_PATHFINDER 1
#define AI_TRACE_LEVEL 1
#include "../../../lib/CPathfinder.h"
#include "../../../lib/mapObjects/CGHeroInstance.h"